Step 1: Unwrap the Boots

We'll start with unwrapping the boots, which are separate objects. If the boots were part of the same object, we could flip and apply the resulting mapping to the opposite boot so that a single texture would cover both boots, but because the boots are separate, we need two mappings. Having two mappings lets us color the boots differently. For example, we might use a different mud splatter on each boot.

The best method for mapping the boot skin is to use Pelt mapping, but before we Pelt map the boot, we'll want to separate the boot's sole and define a seam along the back of the boot. This will leave just the surface of the boot to be stretched.

1. Select and zoom in on the left boot object. Then apply the Unwrap UVW modifier from the Modifiers, UVW Coordinates menu. Select the Face subobject mode, and disable the Ignore Backfacing option. Then drag over the entire boot in the viewport to select all the faces (see Figure 5.4).

Figure 5.4 Apply the Unwrap UVW modifier and select all Face subobjects.

A quick and easy way to zoom in on the selected object is with the Isolate Selection feature. Found in the Tools menu or by pressing Alt+Q, this command hides all other objects except for the current selection and zooms in on the object in all viewports. To exit this mode, click the Exit Isolation Mode button that is floating above the viewports.

2. Rotate to the bottom of the foot, and select the polygons on the sole of the boot. Then click on the Planar button to apply a Planar mapping. This opens the Edit UVWs window. Select and scale the selected UVs and move them to the side so that they're out of the way for now (see Figure 5.5).

3. Select the remaining polygons in the Edit UVWs window by dragging over them. The faces turn red when selected and click the Pelt button (see Figure 5.6). This selects all the remaining polygon faces in the viewports. Then click on the Best Align button to orient the mapping gizmo.


Figure 5.5 Select the polygons for the sole of the boot and apply a Planar mapping.

4. Click on the Edit Seams button, and define the boot seams along the top rim of the boot and up the back side of the boot. The seams are displayed as light blue lines (see Figure 5.7). The seam for the sole of the boot is already defined because the sole has already been mapped.

5. In the Command Panel, click on the Edit Pelt Map button. This opens the Stretcher within

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